The World
The Great War is the single most important event that has shaped the Fallout world into its current form. On October 23, 2077, the United States, China, and other nuclear-armed countries bombarded each other with a rapid exchange of nuclear missiles and bombs lasting for only two hours. The destruction caused by the brief nuclear war was staggering; more energy was released in the early moments of the war than in all previous global conflicts combined.
The Fallout games take place 90 years to 2 centuries after the Great War as humanity struggles to survive and rebuild. Some groups have barely managed to survive above ground, either scavenging the scorched ruins of cities or surviving and adapting to the new irradiated environment through mass mutation. Communities that were sealed in underground Vaults during the war are now emerging to re-populate the blasted landscape. Striving to organize and sustain the human race, these tattered remnants of civilization are threatened by psychotic mutants, rogue machines, vicious raiders, and all manner of hostile mutant creatures. The first two games take place mostly in the area known as the Core Region on the West Coast of the post-apocalytpic United States, where the main threats so far have been the Master and the Enclave, while the third game takes place in the Capital Wasteland on the East Coast of the United States.

MAIN SERIES
__________________________________________________ __________________Fallout: A Post Nuclear Role Playing Game

Story
Set in the aftermath of a world-wide nuclear war, Fallout will challenge you to survive in an unknown and dangerous world.
You will take the role of a Vault-dweller, a person who has grown up in a secluded, underground survival Vault. Circumstances arise that force you to go Outside -- to a strange world 80 years after the end of the modern civilization. A world of mutants, radiation, gangs and violence.
Your immediate task is to find a replacement for the broken water purification controller chip. Without that chip, your fellow Vault dwellers are doomed to dehydration or be forced to leave the safety of the Vault for the Outside.

Background
Fallout: A Post Nuclear Role Playing Game, developed and published by Interplay in 1997, is the first game in the Fallout series. The game was initially intended to use Steve Jackson Games' GURPS system, but when that deal fell through, Interplay created its own system, S.P.E.C.I.A.L. Fallout is seen as the "spiritual successor" to Interplay's classic 1987 CRPG Wasteland.

Gameplay
Fallout is a role-playing game with turn-based combat and an isometric view.

Story
You are the Chosen One, the direct descendant of the Vault Dweller.
The village elders have selected you to wear the sacred Vault-suit of your grandsire and, in time, to ascend to the leadership of your people. First you must prove your devotion to your people. Your tribe needs help.
If you are truly the Chosen One, then you alone are capable of claiming the heritage of the Vault Dweller, to take back your birthright. Among the many wonders described in hallowed yellow pages of the Vault Dweller's Survival Guide is the Garden of Eden Creation Kit. The GECKTM is said to have the power to turn the harsh Wastes into a fruitful paradise. The Vault Dweller's Survival Manual promises the redemption of the GECKTM to all Vault Dwellers.
Your tribe has survived over ten-years of drought but now their reserves are at an end. You must find Vault 13 and claim the technology that your tribe needs to survive. If you fail in this quest—your tribe will surely die. You must travel the perilous Wastes on a holy quest to find Vault 13. The same Vault that cruelly cast your grandsire out into the Wastes 80 years ago.

The Vault owes you. The Vault owes your tribe. Now it's time to collect.

Background
Fallout 2: A Post-Nuclear Role Playing Game is the sequel to the original Fallout game. Released in 1998, it was officially developed by Black Isle Studios, which by that point had become a full-fledged design outfit

Gameplay
Fallout 2's gameplay is similar to the original Fallout. It's a role-playing game with turn-based combat, where the player plays the game in the pseudo-isometric view.

Story
The Player Character is a young inhabitant of Vault 101, a fallout shelter in the Washington D.C. area.
The vault has reportedly been sealed for 200 years until the player's father opens the only door to the outside world and disappears without any explanation. The Vault Overseer believes that the player was involved in their father's escape, and sends the vault's security force to arrest him. This leaves the player little choice but to also escape from the vault, with the hope of locating his father and finding out why he left.

Background
Fallout 3 is a post-apocalyptic computer and console action role-playing game developed and published by Bethesda Softworks as the third installment in the Fallout series and a sequel to Interplay's Fallout and Fallout 2. It was released on October 28, 2008 in North America, on October 31, 2008 in Europe and on December 4, 2008 in Japan. It is available on the PC, Xbox 360 and PlayStation 3.

Gameplay
The game features both first-person and over-the-shoulder third-person perspective, toggleable at the player's choice.

Screenshots

DLC

Story
Operation: Anchorage. Enter a military simulation and fight in one of the greatest battles of the Fallout universe – the liberation of Anchorage, Alaska from its Chinese Communist invaders. Gain access to unique armor, weapons, and exotic gadgets while you build and command interactive Strike Teams to win the battle and defeat the Chinese base.

Story
The Pitt allows you to travel to the post-apocalyptic remains of Pittsburgh, Pennsylvania and become embroiled in a conflict between slaves and their Raider masters. Explore a sprawling settlement ravaged by time, neglect, nuclear radiation, and moral degradation. The Pitt is filled with morally gray choices, shady NPCs, new enemies, new weapons, and much more.

Story
Continue your existing Fallout 3 game and finish the fight against the Enclave remnants alongside Liberty Prime. Broken Steel moves the level cap for your character from 20 to 30, allowing you to experience even more of the game, including new perks and achievements.

Story
Point Lookout opens up a massive new area of the Wasteland – a, dark, murky swampland along the coast of Maryland. So hop on the ferry to the seaside town of Point Lookout, for the most mysterious and open-ended Fallout 3 DLC adventure yet.

Story
Defy hostile alien abductors and fight your way off of the massive Mothership Zeta, orbiting Earth miles above the Capital Wasteland. Mothership Zeta takes Fallout 3 in an entirely new direction – outer space. Meet new characters and join with them in a desperate bid to escape the Aliens’ clutches. To do so, you’ll wield powerful new weapons, like the Alien Atomizer, Alien Disintegrator, and Drone Cannon, and deck yourself out in brand new outfits, like the Gemini-Era Spacesuit and even Samurai Armor.

Story
When the game starts, the Brotherhood is trying to claim territory surrounding Chicago. By offering protection to villages of tribals, the Brotherhood is able to draft recruits from among the tribals.
At the beginning of the game, the player character is an Initiate, a new recruit to the Brotherhood, tasked to lead a squad of soldiers made up of available initiates. Raiders in the area are the first challenge to the Brotherhood's authority, so the player's squad of initiates is dispatched to kill the bandit leaders and mop up the bandit threat.
As the campaign against the raiders succeeds in dispersing them into the wasteland, the player character is accepted fully into the Brotherhood and learns the eventual goal of the Brotherhood: a campaign west across the Great Plains towards the Rocky Mountains in search of Vault Zero, the one-time nucleus and command center of the pre-war vault network, where the most senior government, scientific and military leaders were housed and the highest technology available was maintained.

Background
Fallout Tactics: Brotherhood of Steel or simply Fallout Tactics, developed by Micro Forté and published by Interplay in 2001, is the third title in the Fallout series, but is not a traditional RPG (so it wasn't entitled Fallout 3). Instead, Fallout Tactics focuses on squad-based combat and introduces near real-time combat, called "continuous turn-based" by the developers, as well as a multiplayer mode, to the Fallout series. The plot of the game takes place in the American Midwest rather than the West Coast, as the previous Fallout titles did.
Because of numerous inconsistencies with previous Fallout games, Fallout Tactics: Brotherhood of Steel is not considered part of the official Fallout canon except for its pivotal events.

Gameplay
Unlike the previous two Fallout games, Fallout Tactics emphasizes tactical combat and strategy. Players are not able to respond to non-player characters, but they can still trade and gamble. Instead of towns.

Screenshots
__________________________________________________ __________________Fallout Brotherhood of Steel AKA Never play this fucking game.

Story
The game takes place in Carbon, Texas in the year 2208. The player chooses to control one of three initial characters: Cain, Cyrus, or Nadia, all of whom have pledged their services to the Texas Brotherhood of Steel and have become Initiate. With the help of familar faces such as The Vault Dweller from the Fallout, Harold the Mutant, who has been featured in every game to date , And Rhombus, Leader of the Brotherhood of steel paladin's. The player must find the Secret Vault and kill the mutant Attis.

Background
Fallout: Brotherhood of Steel actually had many inconsistencies with Fallout 1 and 2, Such as The Vault Dweller, or the protagonist of Fallout, being out of California and into texas. This has made the game be considered "Non-cannon"

Gameplay
This game was different, in the sense that it wasn't free roamable, once you passed a place that was it, if you forgot something well then thats shit luck for you. It was also only on the PS2 and Xbox.

Story
The story continues some parts of the Fallout and Fallout 2 stories, but is not related in any way to the one in Fallout 3.
Fallout: New Vegas takes place in 2281, three years after the events of Fallout 3, and thirty-nine years after Fallout 2, making this installment set the furthest of the series. The New California Republic plays a major part in the game's story, being in a three-way struggle amongst the Caesar's Legion slavers, and the local New Vegas populace.

The Courier, the player's character, was meant to deliver a package to Primm. However, the Courier is then assaulted by the Great Khans and Benny, who stands in front of the Courier with the Khans cornering him (who is on the ground), holding the platinum chip in his hand. Benny says, "Look's like this is going to be your last delivery, kid." and then proceeds to shoot the Courier. The camera zooms out, and a Khan can be seen digging a grave for him. The Courier is later found by a robot named Victor, and is sent to the settlement of Goodsprings, where Doctor Mitchell saves his life. After the Courier is given some medical tests, The player has the option to recieve training from Sunny Smiles. The player is then pushed back into the open world, and the quest, Ain't That a Kick in the Head, begins. Fallout: New Vegas will have a definitive ending, just like Fallout 3. There are multiple endings. Which one of these endings you obtain depends on your levels of Karma and Reputation.

Background
Fallout: New Vegas is a role-playing video game developed by Obsidian Entertainment and published by Bethesda Softworks. While New Vegas is not a direct sequel, it uses the same engine and the same style as Fallout 3. It was developed by a few of the employees who worked on previous Fallout games at Black Isle Studios, along with a larger number of new employees. It is set in, and around, post-apocalyptic Las Vegas (New Vegas).

Gameplay
The gameplay will be very similar to Fallout 3's Gameplay, the player will be able to switch between 1st and 3rd person, and VATS will return.

Screenshots
__________________________________________________ __________________Project V13 (Fallout MMO)
Not much is known about this at the moment, there have been a lot of legal issues between Interplay and Bethesda about the Fallout MMO, no one knows if this will end up being an official Fallout MMO or just a Generic Post Apocalyptic MMO.

Background
Project V13 is the codename of an unannounced massively multiplayer online game being developed by Interplay and Masthead Studios. Chris Taylor, one of the creators of Fallout, is one of the lead developers. Jason Anderson, one of the other makers of Fallout, was involved in the project between 2007 and 2009, but has since left the team.

Beta
Fallout Online now has a website where you can sign up for the beta, which is speculated to be in 2012.

Story
The game would begin with the player in a prison cell. Because of this the player was given a choice. He could be an innocent that was imprisoned because of some misunderstanding, or he could choose to be a criminal and take bonus traits that would bolster some of his skills.
The player would awaken in a prison cell, but not the one he remembered falling asleep in. Suddenly the floor rocks violently from an explosion and the player is knocked unconscious. When he awakens he finds his cell door open and a hole in the wall leading outside. Leaving the prison, he is under attack by some unknown assailant. Deciding that discretion is the better part of valor, the player flees into the night to explore his new world.
Unfortunately, his new found freedom may be short lived. The player is relentlessly pursued by robots who want to return him to the prison. As he explores the world and tries to outwit his pursuers, he begins to uncover an underlying plot. Why was he in a different prison than the one he fell asleep in? Why can't he remember being transferred? What was the attack on the prison about in the first place? Then he finds out about NCR's problems, and a few things don't add up.
Eventually, the player would discover the true reason behind the prison and the attack on it. It turns out that through extensive research, the mad scientist called Presper, disgusted with what the world turned into after the War, discovered the history of New Plague, the virus that FEV was initially created to cure, and its genocidal potency, and also discovered a viable means to cleanse the world. Using ULYSSES, the quarantine prison, and a ballistic satellite known as B.O.M.B.-001, the way to human planetary domination and order became clear. He needed to get to B.O.M.B.-001 and use the nuclear weapons to clean the filth and wretch that currently occupied the surface.
Presper and his followers released the New Plague virus in the remote areas near Boulder and Denver. It was close enough to the quarantine prison to spur ULYSSES into action, but not near enough to cause huge populations to start a general panic. Once enough people were infected and ULYSSES “arrested” enough people to just about fill up the prison, Presper’s men would stage an attack on the prison which would allow everyone to escape. This event would start a countdown of sorts for missile launch on B.O.M.B.-001. ULYSSES would assess the viral spread, try to gather up the escaped prisoners, and once 90% of the prisoners had been retrieved, launch nuclear missiles to “clean & prevent” any further infection. By the time this happened Presper had planned to be on, and in full control, of B.O.M.B.-001 and reprogramming targeting solutions to clean the areas he wanted. Humans of his choosing would wait out the second nuclear holocaust in the Boulder Dome, until the day came where he declared the Earth safe for pure blood humans once more.

Background
Van Buren was the project name Black Isle Studios assigned to their version of Fallout 3.
The game was going to use an engine that Black Isle had made for Baldur's Gate 3, commonly referred to as the Jefferson Engine. It was fully 3D.
Black Isle Studios planned to include a dual combat system in the game that allowed for the player to choose real time or turn-based combat, due to Interplay's demands, though Josh Sawyer had stated that the emphasis would be on the turn-based version. Co-operative multiplayer was also going to be included in the game, again because of publisher requirements.
In 2003, the game was canceled and the Black Isle employees were laid off. At that time the engine was about 95% done. You could create characters, use skills, perform both ranged and melee combat, save/load games, and travel across maps. A tutorial level was done that would let the designers do all of the above. All areas but one had been designed. About 75% of the dialogues were done and at least 50% of the maps. BIS already had many of the character models and monster models.

Story
The plot incorporated some elements from Van Buren, the canceled Fallout 3 by Black Isle Studios (Caesar's Legion, the Jackals, Nursery), as well as the mutated G.E.C.K. from the canceled Fallout Tactics 2.

Background
Fallout: Brotherhood of Steel 2, also known as Vagrant Lands, was the canceled sequel to Fallout: Brotherhood of Steel. The development started before the release of the first game, and it was almost complete when Interplay laid off most of their employees in 2004
__________________________________________________ __________________Fallout Tactics 2

Story
The game took place toward the Southeast of the USA, as far as Florida, and the major conflict was to be between man and nature. The Midwestern Brotherhood of Steel was to be portrayed as even more fascist and oppressive, and as BOS only in name.
The basic premise was that a GECK had been irradiated, and so the "Garden of Eden" it created was full of mutant plants and fungi. It begins to spread fairly rapidly, preying upon animal life and using them as carriers/fertilizer to spread its fungal seed. The player basically gets tasked with discovering the source and a way to put an end to it. You had got accelerated regrowth, and nature reclaiming the wasteland, but because it also wants to get rid of humans, there's a real moral ambiguity to it.
Unlike its predecessor, it would feature Combat Armors. Mutant crocodiles were also going to appear.

Background
Fallout Tactics 2 was a cancelled sequel to Fallout Tactics: Brotherhood of Steel. developed by Micro Forté. Pre-production started shortly before the release of the first game and it was cancelled around December 2001. After the game started selling rather poorly, the sequel was canned by Interplay. After it was cancelled, a petition to save it was started by a fan of Tactics.
__________________________________________________ __________________Fallout eXtreme

Story
It is unclear when exactly the game was going to take place. According to the summary in a design document, "almost a century has passed" since the Great War, but it's probably just an error that would have been fixed in the final version of the game, just like the "I was born just after the bombs fell" in Fallout: Brotherhood of Steel.
The Brotherhood of Steel (judging from the concept art, probably the Midwestern branch from Fallout Tactics), the "once silent organization", has been expanding and seizing more and more territory under their control. Their area of influence stretches as far as Alaska, where the Brotherhood's new headquarters is now located. The Brotherhood's agenda "leaves little room for the survival of radiation or FEV outbreak victims". Local humans are either drafted into the Brotherhood's ranks as cannon fodder or enslaved, and mutants are outright eradicated. It is the Brotherhood that the player would oppose during the first half of the game.
The player controls a squad of revolutionaries known as The Cause. Throughout the game, it would gain momentum, starting in Oregon, Washington and Canada. Each reclaim town would vow loyalty to the player's cause.
However, after defeating the Brotherhood, the player would learn why the Brotherhood set out to Alaska in the first place. The rebels must now venture across the Bering Strait, through Russia and Mongolia and finally into China, in order to destroy the Doom's Day Missile that could obliterate what is left of America. The endgame would take place within the Forbidden City, where the Chinese Emperor resides.
Among the factions encountered along the way would be the Issaquah Nation, the Inuits, the Montauk, the Horde of Huns, Siberian Cossacks and finally the Army of the Golden Tiger and New Imperial Guard.

Background
Fallout Extreme was a canceled squad-based first- and third-person tactical game for the Xbox, using the Unreal Engine and developed by Interplay's 14 Degrees East division. It was in development for a several months in 2000, but didn't really have a concrete development team and never made it out of concept.

yeah, I kinda screwed the pooch by making last thread's last post be so dumb. but I'll repost some of that post here just 'cuz, dig?

I posted:

I wonder if any of those wacky PC modders reverse-ported stuff from New Vegas to Fallout 3 yet. put a Deathclaw Alpha in Old Olney or give access to that beloved NCR Ranger Armor... although if my glances at the Nexus tell me anything they're not allowed to upload stuff like that...

I don't know if anyone else reads through the Bethesda mod forum but theres some interesting things in there. Like Martigen is hoping to create MMM for NV and NVSE (New vegas script extender) is well on its way.

I don't know if anyone else reads through the Bethesda mod forum but theres some interesting things in there. Like Martigen is hoping to create MMM for NV and NVSE (New vegas script extender) is well on its way.

okay, this might be nearing the top on the scale of clothing obsession, but I am confident that with $1500, a couple of months, and some weight loss to fit in it, I could recreate the Ranger Combat Armor for cosplayin' it up in Cons. throw in and extra $100 or so and I could buy an airsoft version of whatever gun the Ranger Sequoia is based on, and if given a repaint and a shortened barrel, I can turn my long-since-unused airsoft M16 (I think that's what it is) into the All-American (it came with a scope not unlike the one on the Marksman Carbine.). then I could roam the aisles of Comic-Con laughing at my insecurit-I mean superiority over the weaboos and the smelly fat men in sailor moon outfits.

damn it, what happened to all the money I had in the bank last year?... oh yeah, college... still, I vow to get a job soon so I can fund this shit. if any of this comes into fruition, I may make a thread. but chances are I'll lose motivation before I can even start, so don't get your hopes up. instead, make a costume yourself and taunt me with your insecur-I mean superiority over me.

okay, this might be nearing the top on the scale of clothing obsession, but I am confident that with $1500, a couple of months, and some weight loss to fit in it, I could recreate the Ranger Combat Armor for cosplayin' it up in Cons. throw in and extra $100 or so and I could buy an airsoft version of whatever gun the Ranger Sequoia is based on, and if given a repaint and a shortened barrel, I can turn my long-since-unused airsoft M16 (I think that's what it is) into the All-American (it came with a scope not unlike the one on the Marksman Carbine.). then I could roam the aisles of Comic-Con laughing at my insecurit-I mean superiority over the weaboos and the smelly fat men in sailor moon outfits.

damn it, what happened to all the money I had in the bank last year?... oh yeah, college... still, I vow to get a job soon so I can fund this shit. if any of this comes into fruition, I may make a thread. but chances are I'll lose motivation before I can even start, so don't get your hopes up. instead, make a costume yourself and taunt me with your insecur-I mean superiority over me.

I thoroughly enjoyed New-Vegas' continued undercurrent of subversion on the topics of nationalism, elitism, violence, Panglossian world view, consumerism, corporatism, and authority in general. The Followers have been creative's self idealist insert for a egalitarian anarchism in every game they have been in. They're a bit too goody-goody for me. Caesar being an ex-Follower was a good foil but lacked follow through. I was expecting Caesar to verbally eviscerate the Followers for their "educate everyone and everything will be sunshine and puppies" reasoning, but that never came and was disappointed to find how poor of an orator he was. His Legate was far more eloquent. The Legion too overly malevolent to make them anything more than an Enclave-esque mustache twisting lot of dastards and did not display in game any of the traits that make Rome and interesting society. ie It would have been awesome to see The Legion building new roads, concrete buildings on the other side of the river while the NCR sits in squalid tents or ruins. Instead, they're even more ramshackle than the NCR. There's also none of Rome's passion for the Arts, Religion or Sciences (mysteries of Mithras would have been awesome here). The Legion as Trajan instead of Attila would have been more interesting.

I found the choices to be too black and white regarding factions. Basically Legion was evil, NCR was good, House was fuck everyone, and Yes Man was your path. I was hoping there was a moral grey area.

Legion is evil but this is why they're doing it. Or perhaps a corrupted NCR motive. Seemed too painted clear for me and I didn't really have to think long when I made my choice. I was hoping to actually have to contemplate who I ally with.

I know it's hard to make a group of slavers seem like an ounce of good but it could have had SOME depth.

The NCR might be "anti-slavery" but they certainly have no objections to a violent, expansionist policy. They're Caesar's Legion with better PR. While Primm is being sacked, does the NCR outpost literally within rifleshot help? Sorry, they're not under our jurisdiction. I mean, they're not even paying taxes.
See, the NCR offers protection, but it's at their convenience, and it comes with strings attached. They promise protection, but instead they block traders from passing the Mojave Outpost because the roads are "too dangerous". Why are the roads too dangerous? Because the NCR is too busy sending conscripts to Hoover Dam to send out patrols.
Sure, the NCR is preferable to the Legion, but both are the kind of centralized, violent governments that led to nuclear holocaust in the first place. The wasteland needs to be cleansed of raiders and mutants, but the conflict between the NCR and the Legion is magnitudes more dangerous.
The only faction in the wasteland worth supporting is the Followers. They're the only ones who actually care about bringing about peace, stability and prosperity, and not just hording power for themselves. NCR, Legion, House, Brotherhood, Enclave, what's the difference?

And the problem with the followers was that they are too idealistic (as previously mentioned), and it's quite unlikely they will ultimately succeed.

I found the choices to be too black and white regarding factions. Basically Legion was evil, NCR was good, House was fuck everyone, and Yes Man was your path. I was hoping there was a moral grey area.

Legion is evil but this is why they're doing it. Or perhaps a corrupted NCR motive. Seemed too painted clear for me and I didn't really have to think long when I made my choice. I was hoping to actually have to contemplate who I ally with.

I know it's hard to make a group of slavers seem like an ounce of good but it could have had SOME depth.

The only reason I like siding with legion is that it gives an excuse to just go and kill everything you see under the motto of "Clense, Purge, Kill!"
Exactly what I'll be doing on my next playthrough.

The NCR might be "anti-slavery" but they certainly have no objections to a violent, expansionist policy. They're Caesar's Legion with better PR. While Primm is being sacked, does the NCR outpost literally within rifleshot help? Sorry, they're not under our jurisdiction. I mean, they're not even paying taxes.
See, the NCR offers protection, but it's at their convenience, and it comes with strings attached. They promise protection, but instead they block traders from passing the Mojave Outpost because the roads are "too dangerous". Why are the roads too dangerous? Because the NCR is too busy sending conscripts to Hoover Dam to send out patrols.
Sure, the NCR is preferable to the Legion, but both are the kind of centralized, violent governments that led to nuclear holocaust in the first place. The wasteland needs to be cleansed of raiders and mutants, but the conflict between the NCR and the Legion is magnitudes more dangerous.
The only faction in the wasteland worth supporting is the Followers. They're the only ones who actually care about bringing about peace, stability and prosperity, and not just hording power for themselves. NCR, Legion, House, Brotherhood, Enclave, what's the difference?

And the problem with the followers was that they are too idealistic (as previously mentioned), and it's quite unlikely they will ultimately succeed.

What I'm saying is that every game needs a good, a bad, and the middle. NCR suited the good. They may be a harsh government but at the same time, they're government.

Legion was bad from the start. There's no way you can trickle them into being any good. The closest I can come to is better caravan protection and 0 chem policy.

That's why I sided with Yes Man. I disagreed with both parties but really when given the option to, I didn't have to think much about it.

Everyone has gone without a government for going on 200 years and we are doing fairly decent. I sure as hell don't want to see one of the few thriving cities in the U.S get enslaved either.

Everything felt too cozy for me. No one really made you double think their ulterior motives. Manifest Destiny is what formed the original U.S after all anyway. Keep that in mind when thinking of NCR and their ideals.

What I'm saying is that every game needs a good, a bad, and the middle. NCR suited the good. They may be a harsh government but at the same time, they're government.

Legion was bad from the start. There's no way you can trickle them into being any good. The closest I can come to is better caravan protection and 0 chem policy.

That's why I sided with Yes Man. I disagreed with both parties but really when given the option to, I didn't have to think much about it.

Everyone has gone without a government for going on 200 years and we are doing fairly decent. I sure as hell don't want to see one of the few thriving cities in the U.S get enslaved either.

Everything felt too cozy for me. No one really made you double think their ulterior motives. Manifest Destiny is what formed the original U.S after all anyway. Keep that in mind when thinking of NCR and their ideals.

Simply because they are government doesn't mean that they are good, or even suited to the good.

I sided with Yes Man as well, besides, What Yes Man said in the end about 'becoming more assertive', makes me wonder if that path would eventually result in an AI controlled government, and if the wasteland indicated anything, it's that humans can't be trusted

I'll agree that Obsidian made the ulterior motives a bit too obvious, and far less ulterior.

And you believe the United States of today is an ideal society? It's precisely the path that Manifest Destiny set out (along with many other things, of course) that led to the nuclear war.